Hello SEN. I have a question that needs answering...
My map is a Spell casting/arena type map. I need to make it so when everyone has selected what spells they wish to use, they can all begin the game at the same time...
The trigger I have now is when all the spells are choosen they enter the dropship and the dropship is moved to a location. (Seperate location for each player).. When the dropship reaches this location, a tank is created within the arena. The tank is invincible untill every other player has selected their spells and have a tank in the arena aswell.
I need to know how to make a trigger that detects when all players ( 1-6 ) have a tank in the arena. Although there is one obstcacle (if some1 leaves the game).
All in all, I need a trigger that detects when each player has a tank in the arena and that still works if some1 leaves the game...
If I was not clear enough please feel free to ask questions... I would love to get this figured out.
-Thanks a lot.
When they command exactly 0 spell casting choosers, and the human forces command at least one tank. This means when no one has anything to pick, and when one of the players has at least one tank, meaning everyone has chosen.
Thats not the answer I was looking for.
QUOTE
I need to know how to make a trigger that detects when all players ( 1-6 ) have a tank in the arena. Although there is one obstcacle (if some1 leaves the game).
Players ( 1-6 ) means players, p1,p2,p3,p4,p5,p6.
So the detections would be separate?
Right now, the spells have been choosen and loaded into the dropship. When each players dropship moves from one location to another, I need the game to start.... Now, in order for the game to be fair it must start when all players dropships move at the same time.
O O O O O O Location 2
^ ^ ^ ^ ^ ^
O O O O O O Location 1
When all the dropships reach location 2 I want the game to start... WHats the trigger that allows me to do that...
I can't do..
| Trigger |
| Players: |
¤ Player 1
|
¤ Player 2
|
¤ Player 3
|
¤ Player 4
|
¤ Player 5
|
| ¤ Player 6 |
| Conditions: |
¤ Player 1 brings at least 1 dropship to location 2
|
¤ Player 2 brings at least 1 dropship to location 2
|
¤ Player 3 brings at least 1 dropship to location 2
|
¤ Player 4 brings at least 1 dropship to location 2
|
¤ Player 5 brings at least 1 dropship to location 2
|
| ¤ Player 6 brings at least 1 dropship to location 2 |
| Actions: |
| ¤ Action that begins the game |
... beacause if any player leaves the trigger will not be activated, therefore, the game does not start......
I need a trigger that will work even when some1 leaves the game....
So you want this trigger to start the game when everyone is done choosing or something? I'm not getting what you're trying to say. How about if the human force brings exactly 0 men to location 1, and brings at least two dropships to location 2?
Try this maybe
| Trigger |
| Players: |
| ¤ Human Players |
| Conditions: |
| ¤ Always (or before you run the next trigger) |
| Actions: |
| ¤ Set deaths for current player to add 1 for unused unit. |
| Trigger |
| Players: |
| ¤ Human Players |
| Conditions: |
| ¤ Current Player Brings at least one dude to location |
| Actions: |
| ¤ Set Deaths for current player to 0 for unused unit |
| Trigger |
| Players: |
| ¤ Player you one trigger to run for (all human or single comp) |
| Conditions: |
| ¤ Force 1 has exactly 0 deaths of unused unit. |
| Actions: |
| ¤ Do the cool action stuff. |
This is assuming all the human players are in the same force. If your not you will need to make sure all the human players are included in the conditions to the last trigger.
If one person leaves, won't the death for him still be there?
That is correct Ultimo (DevliN_)
No triggers do not detect stuff like deaths for players who have left.
I don't see why my way won't work. The trigger detects if the dropships aren't at location X, and when all dropships are at location Y and none at location X, then set a switch or something to do whatever you want. Do you want to start the game once everyone is done?
I suppose the death might go to player 12, excluding that death from Force 1.
I'm not sure LegacyWeapon (LegacyWeapon)
I knew you'de come through (U)Bolt_Head.

Thanks a lot man.
It would work, You did basicly the same thing that I did except i did it differantly.
What you need to do is convert what he has (the players going to a location) to what they DON'T have, since players none existant don't have anything.
I just showed a way directly related to the units being at that location as opposed to something else that loggicly happens at the same time.
They are definately counted. Otherwise my map would've been a lot easier to make.
Let me test it...
ADDITION:
I was right. I tested with this map. The second player left and my Marine never spawned.
Mmm well, thats cool.
+ 5 points for Legacy
I know what i'm refering to works though, Maybe its related to the player no longer being in the force after they have quit.
(i hope it works anyways)
Bolt I followed your triggers exactly. But, The trigger (force 1 has exactly 0 deaths/Actions) Happends to early... It doesn't seem to add the death counter for players 1 -6... Whats wrong with it?
Try adding an elapsed time of at least 5 seconds, or you can just put the death modifying trigger on the top of the list.
QUOTE((U)Bolt_Head @ May 29 2005, 07:07 PM)
It would work, You did basicly the same thing that I did except i did it differantly.
What you need to do is convert what he has (the players going to a location) to what they DON'T have, since players none existant don't have anything.
I just showed a way directly related to the units being at that location as opposed to something else that loggicly happens at the same time.
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Actually, it still counts as it being there, it's just not viewable. I ran into a glitch with this a while back ago. You helped me with it to.
Still, even through this one mistake...
*ShadowBrood kneels before teh Bolt. QUOTE(DevliN_ @ May 30 2005, 04:31 PM)
Try adding an elapsed time of at least 5 seconds, or you can just put the death modifying trigger on the top of the list.
[right][snapback]221262[/snapback][/right]
I did add an elapse game time of 5 seconds...

Still the problem seizes to be resolved.
Double check your triggers.
Then try instead of setting deaths for current player, try for the force of the humans.
Didn't Work.

Legacy, you got it working in your map, could you explain what you did?
I took a look at your map, but without explanation its very confusing....
Once you tell me how you did everything I Should be able to understand it...
Thanks Legacy.
P.S. I appreciate everyones patience.
You could post the map if you like, it'd be easier to help you.
How it works is I placed a flag for every player. Everyone should know that when a player leaves, their flag belongs to player 12. Now I make triggers for all players.
Condition:
Player 1 commands exactly 0 Flags.
Action:
Reset deaths for spell choosing.
Condition:
Player 2 commands exactly 0 Flags.
Action:
Reset deaths for spell choosing.
etc.
Do triggers for that player work after the player leaves? If not then you should put the triggers that Legacy said for every player or a comp.
In maps like that where I need to detect whether players are in the game or not, I like to use a preplaced unit that just stays there like a flag as Legacy said.
QUOTE(Oo.HydrA.oO @ May 30 2005, 02:32 PM)
Bolt I followed your triggers exactly. But, The trigger (force 1 has exactly 0 deaths/Actions) Happends to early... It doesn't seem to add the death counter for players 1 -6... Whats wrong with it?
[right][snapback]221162[/snapback][/right]
Did you make the triggers in the same order? I would need to see it to tell what is wrong.